mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
255 lines
9.2 KiB
GDScript
255 lines
9.2 KiB
GDScript
tool
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extends MMGenBase
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class_name MMGenMaterial
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var material : SpatialMaterial
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var generated_textures = {}
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const TEXTURE_LIST = [
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{ port=0, texture="albedo" },
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{ port=3, texture="emission" },
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{ port=4, texture="normal" },
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{ ports=[5, 2, 1], default_values=["1.0", "1.0", "1.0"], texture="orm" },
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{ port=6, texture="depth" },
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{ port=7, texture="subsurf_scatter" }
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]
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# The minimum allowed texture size as a power-of-two exponent
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const TEXTURE_SIZE_MIN = 4 # 16x16
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# The maximum allowed texture size as a power-of-two exponent
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const TEXTURE_SIZE_MAX = 12 # 4096x4096
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# The default texture size as a power-of-two exponent
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const TEXTURE_SIZE_DEFAULT = 10 # 1024x1024
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func _ready() -> void:
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for t in TEXTURE_LIST:
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generated_textures[t.texture] = null
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material = SpatialMaterial.new()
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func can_be_deleted() -> bool:
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return false
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func get_type() -> String:
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return "material"
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func get_type_name() -> String:
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return "Material"
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func get_parameter_defs() -> Array:
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return [
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{ name="albedo_color", label="Albedo", type="color", default={ r=1.0, g=1.0, b=1.0, a=1.0} },
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{ name="metallic", label="Metallic", type="float", min=0.0, max=1.0, step=0.05, default=1.0 },
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{ name="roughness", label="Roughness", type="float", min=0.0, max=1.0, step=0.05, default=1.0 },
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{ name="emission_energy", label="Emission", type="float", min=0.0, max=8.0, step=0.05, default=1.0 },
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{ name="normal_scale", label="Normal", type="float", min=0.0, max=8.0, step=0.05, default=1.0 },
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{ name="ao_light_affect", label="Ambient occlusion", type="float", min=0.0, max=1.0, step=0.05, default=1.0 },
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{ name="depth_scale", label="Depth", type="float", min=0.0, max=1.0, step=0.05, default=1.0 },
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{ name="subsurf_scatter_strength", label="Subsurf. Scatter.", type="float", min=0.0, max=1.0, step=0.05, default=0.0 },
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{ name="size", label="Size", type="size", first=TEXTURE_SIZE_MIN, last=TEXTURE_SIZE_MAX, default=TEXTURE_SIZE_DEFAULT }
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]
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func get_input_defs() -> Array:
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return [
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{ name="albedo_texture", label="", type="rgb" },
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{ name="metallic_texture", label="", type="f" },
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{ name="roughness_texture", label="", type="f" },
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{ name="emission_texture", label="", type="rgb" },
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{ name="normal_texture", label="", type="rgb" },
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{ name="ao_texture", label="", type="f" },
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{ name="depth_texture", label="", type="f" },
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{ name="subsurf_scatter_texture", label="", type="f" }
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]
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func get_image_size() -> int:
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var rv : int
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if parameters.has("size"):
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rv = int(pow(2, parameters.size))
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else:
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rv = int(pow(2, TEXTURE_SIZE_DEFAULT))
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return rv
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func update_preview() -> void:
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var graph_edit = self
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while graph_edit is MMGenBase:
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graph_edit = graph_edit.get_parent()
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if graph_edit != null and graph_edit.has_method("send_changed_signal"):
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graph_edit.send_changed_signal()
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func set_parameter(p, v) -> void:
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.set_parameter(p, v)
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update_preview()
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func source_changed(input_index : int) -> void:
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for t in TEXTURE_LIST:
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if t.has("port") and t.port == input_index:
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generated_textures[t.texture] = null
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elif t.has("ports") and t.ports.has(input_index):
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generated_textures[t.texture] = null
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update_preview()
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func render_textures() -> void:
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for t in TEXTURE_LIST:
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var texture = null
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if t.has("port"):
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if generated_textures[t.texture] != null:
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continue
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var source = get_source(t.port)
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if source != null:
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var result = source.generator.render(source.output_index, get_image_size())
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while result is GDScriptFunctionState:
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result = yield(result, "completed")
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texture = ImageTexture.new()
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result.copy_to_texture(texture)
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result.release()
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# To work, this must be set after calling `copy_to_texture()`
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texture.flags |= ImageTexture.FLAG_ANISOTROPIC_FILTER
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# Disable filtering for small textures, as they're considered to be used
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# for a pixel art style
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if texture.get_size().x <= 128:
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texture.flags ^= ImageTexture.FLAG_FILTER
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elif t.has("ports"):
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var context : MMGenContext = MMGenContext.new()
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var code = []
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var shader_textures = {}
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for i in range(t.ports.size()):
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var source = get_source(t.ports[i])
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if source != null:
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var status = source.generator.get_shader_code("UV", source.output_index, context)
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while status is GDScriptFunctionState:
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status = yield(status, "completed")
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code.push_back(status)
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for t in status.textures.keys():
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shader_textures[t] = status.textures[t]
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else:
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code.push_back({ defs="", code="", f=t.default_values[i] })
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var shader : String = mm_renderer.generate_combined_shader(code[0], code[1], code[2])
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var result = mm_renderer.render_shader(shader, shader_textures, get_image_size())
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while result is GDScriptFunctionState:
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result = yield(result, "completed")
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texture = ImageTexture.new()
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result.copy_to_texture(texture)
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result.release()
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# To work, this must be set after calling `copy_to_texture()`
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texture.flags |= ImageTexture.FLAG_ANISOTROPIC_FILTER
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# Disable filtering for small textures, as they're considered to be used
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# for a pixel art style
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if texture.get_size().x <= 128:
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texture.flags ^= ImageTexture.FLAG_FILTER
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generated_textures[t.texture] = texture
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func update_materials(material_list) -> void:
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for m in material_list:
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update_spatial_material(m)
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func get_generated_texture(slot, file_prefix = null) -> ImageTexture:
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if file_prefix != null:
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var file_name = "%s_%s.png" % [ file_prefix, slot ]
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if File.new().file_exists(file_name):
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var texture = load(file_name)
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return texture
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else:
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return null
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else:
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return generated_textures[slot]
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func update_spatial_material(m, file_prefix = null) -> void:
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var texture
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if m is SpatialMaterial:
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# Make the material double-sided for better visiblity in the preview
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m.params_cull_mode = SpatialMaterial.CULL_DISABLED
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m.albedo_color = parameters.albedo_color
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m.albedo_texture = get_generated_texture("albedo", file_prefix)
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m.metallic = parameters.metallic
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m.roughness = parameters.roughness
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# Metallic
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texture = get_generated_texture("orm", file_prefix)
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m.metallic_texture = texture
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m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
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# Roughness
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m.roughness_texture = texture
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m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
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# Emission
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texture = get_generated_texture("emission", file_prefix)
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if texture != null:
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m.emission_enabled = true
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m.emission_energy = parameters.emission_energy
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m.emission_texture = texture
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else:
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m.emission_enabled = false
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# Normal map
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texture = get_generated_texture("normal", file_prefix)
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if texture != null:
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m.normal_enabled = true
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m.normal_texture = texture
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else:
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m.normal_enabled = false
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# Ambient occlusion
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if get_source(5) != null:
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m.ao_enabled = true
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m.ao_light_affect = parameters.ao_light_affect
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m.ao_texture = m.metallic_texture
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m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
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else:
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m.ao_enabled = false
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# Depth
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texture = get_generated_texture("depth", file_prefix)
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if texture != null:
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m.depth_enabled = true
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m.depth_deep_parallax = true
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m.depth_scale = parameters.depth_scale * 0.2
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m.depth_texture = texture
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else:
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m.depth_enabled = false
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# Subsurface scattering
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texture = get_generated_texture("subsurf_scatter", file_prefix)
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if texture != null:
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m.subsurf_scatter_enabled = true
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m.subsurf_scatter_strength = parameters.subsurf_scatter_strength
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m.subsurf_scatter_texture = texture
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else:
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m.subsurf_scatter_enabled = false
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else:
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m.set_shader_param("albedo", parameters.albedo_color)
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m.set_shader_param("texture_albedo", get_generated_texture("albedo", file_prefix))
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m.set_shader_param("metallic", parameters.metallic)
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m.set_shader_param("roughness", parameters.roughness)
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m.set_shader_param("texture_metallic", get_generated_texture("orm", file_prefix))
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m.set_shader_param("metallic_texture_channel", PoolRealArray([0.0, 0.0, 1.0, 0.0]))
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m.set_shader_param("texture_roughness", get_generated_texture("orm", file_prefix))
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m.set_shader_param("roughness_texture_channel", PoolRealArray([0.0, 1.0, 0.0, 0.0]))
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m.set_shader_param("emission_energy", parameters.emission_energy)
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m.set_shader_param("texture_emission", get_generated_texture("emission", file_prefix))
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m.set_shader_param("normal_scale", parameters.normal_scale)
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m.set_shader_param("texture_normal", get_generated_texture("normal", file_prefix))
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m.set_shader_param("depth_scale", parameters.depth_scale * 0.2)
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m.set_shader_param("texture_depth", get_generated_texture("depth", file_prefix))
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func export_textures(prefix, editor_interface = null) -> SpatialMaterial:
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for t in TEXTURE_LIST:
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var texture = generated_textures[t.texture]
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if texture != null:
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var image = texture.get_data()
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image.save_png("%s_%s.png" % [ prefix, t.texture ])
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if Engine.editor_hint and editor_interface != null:
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var resource_filesystem = editor_interface.get_resource_filesystem()
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resource_filesystem.scan()
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yield(resource_filesystem, "resources_reimported")
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print("resources_reimported")
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var new_material = SpatialMaterial.new()
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update_spatial_material(new_material, prefix)
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var file_name : String = "%s.tres" % [ prefix ]
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ResourceSaver.save(file_name, new_material)
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resource_filesystem.update_file(file_name)
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return new_material
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return null
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func _serialize(data: Dictionary) -> Dictionary:
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return data
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